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 Immortality and cinematics

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Should the heroes in CC be Immortal?
Yeah no problem!
29%
 29% [ 2 ]
No, it causes too many bugs.
71%
 71% [ 5 ]
Total Votes : 7
 

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Burning_Iegion
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PostSubject: Immortality and cinematics   Thu Apr 30, 2009 11:19 am

They are causing much trouble (remove tooltips, sometimes heroes die before it etc.)
Now that you saw it (IF you did) please vote. If you think it should be removed vote no.
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Burning_Iegion
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PostSubject: Re: Immortality and cinematics   Thu Apr 30, 2009 1:31 pm

Explain why and how you voted please.
Who said yes?
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PostSubject: Re: Immortality and cinematics   Fri May 01, 2009 2:06 am

50/50?.... kay... let's wait more

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Burning_Iegion
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PostSubject: Re: Immortality and cinematics   Fri May 01, 2009 2:12 am

Yeah I said no but who said yes?
WARRIOR DID!!!
HE SAID HE'D VOTE!!!
lol whoever it was please explain why... I kinda explained in the description lol
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dex-destroyer
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PostSubject: Re: Immortality and cinematics   Fri May 01, 2009 10:09 am

wt i wanna know is y peeps vote for yes when it is obviously causing bugs and even then is causes the collosus problems cheers
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Burning_Iegion
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PostSubject: Re: Immortality and cinematics   Fri May 01, 2009 11:41 am

:O your smart.
So you voted no?
Ok.
66% vs 33%
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PostSubject: Re: Immortality and cinematics   Fri May 01, 2009 3:00 pm

I voted no. It's interesting to have to kill the Colossi with a hero, but the the triggers don't seem to be able to sustain it and the cutscenes are annoying. Giving heroes the ability to survive any number of "lethal hits" from normal units is not in itself a bad thing, though.
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PostSubject: Re: Immortality and cinematics   Sat May 02, 2009 12:18 am

Yeah but who voted yes...?
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PostSubject: Re: Immortality and cinematics   Sat May 02, 2009 2:37 am

Mmm... seems like the poll is clearly for removal this far.
Btw burn, you should close this one: http://dj0zmaps.goodforum.net/polls-zone-f7/immortality-t94-15.htm
Cuz it's vey confusing since they have the same title xcept for the cap on immortal, and TOTALLY opposite results :/

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PostSubject: Re: Immortality and cinematics   Sat May 02, 2009 6:17 am

Well, if you're up to fixing the bugs, I think it's still worth having. If anything, you could just remove the cinematics, because that seems to be the bug-causing problem.
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PostSubject: Re: Immortality and cinematics   Sat May 02, 2009 7:06 am

Hmmm actually, the cinematics are quite a "minor" part of the bug. I think the tooltip thing is easily fixable if i really want to.

The real problem s to have the "unkillability" working properly, but for some odd reason, sometimes, it just lets some random hero die from a non-hero unit, without a cinematic or anything.
And this might tak alot of experimenting to fix, whichmeans alot of time. (and i have very few atm :/ )

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PostSubject: Re: Immortality and cinematics   Sat May 02, 2009 7:08 am

Yeah, many times human heroes die without a cinematic.
And the colossi can't revive so this is a bonus for them
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PostSubject: Re: Immortality and cinematics   Sun May 03, 2009 7:11 am

I think there shouldn't be a cinematic when a collossus dies, because there already are to many cinematics in my opinion. You shouldn't use to many cinematics in your map, because players that play your map more than 5 times (and your goal should always be to have those Razz ) become bored of the cinematics. They are time-consuming and players like to play, not to watch a cinematic.
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PostSubject: Re: Immortality and cinematics   Sun May 03, 2009 1:30 pm

Got ur point.
Don't worry, there will definitely be some kinda cinematics in the map, but ill make sure to make keep them short, shorter than they already are, and also ill add variations using random scenes, so that you don't always see the same thing from one game to another.

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PostSubject: Re: Immortality and cinematics   Mon May 04, 2009 9:05 am

Upon further testing, I noticed that the spirit summoned by the well has a spell named "Rescue king". When I tried using this skill, it didn't do anything. I also noticed some minor spelling mistakes (I without a capital i, etc.).

On another note, what was the problem with users pressing escape? I don't think that they should be kicked. It looks very unprofessional if a map calls a player a noob, and then kicks him/her.

Just my opinion Smile.
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PostSubject: Re: Immortality and cinematics   Mon May 04, 2009 9:43 am

Pressing escape wipes the text on-screen in letterbox mode immediately, so if somebody is mashing escape then no one can read the instructions in the cutscenes. It's really annoying, in my not-so-very-humble opinion Smile.
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PostSubject: Re: Immortality and cinematics   Mon May 04, 2009 10:49 am

I think there could be an easy fix to that without kicking them. If you give me 10 minutes I'll try to make a script that fixes it.

EDIT: You'd need to store the cinematic text and actors into an array. In my opinion that's a cleaner solution than just kicking the player.
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PostSubject: Re: Immortality and cinematics   Mon May 04, 2009 1:20 pm

Uhhh your solution sounds interesting, but could you be more specific?

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PostSubject: Re: Immortality and cinematics   Tue May 05, 2009 12:11 am

Well, I you probably have something like Cinematic - Create cinematic from UNIT with TEXT and parameters PARAMETERS. or something

You could make a global string variable and a unit variable where you store those values when you start a cinematic. Whenever a user presses esc, you reshow the values, because you now know exactly what text was being desplayed.

Well, that's just how I should do it Smile
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PostSubject: Re: Immortality and cinematics   Tue May 05, 2009 1:18 am

hmmm.... i think i get it:
-so i have a 1 trigger running my cine and storing the 3 fields of data in globals.
-and i have another trigger detecting escape and re-displaying the stored data when someone presses esc.

Yet, it would still screw up the sound afaik. Maybe i could use some kinda timer re-started at every new scene,
and i would retrieve the elapsed time to know at which point the sound was being played, and re-start playing it from that offset whenever escape is pressed...
Yet again, I think there's an auto fading out on the sound when you press escape , which would overlap a little with the re-playing... Besides, i don't even know if lag etc won't screw it all up >.>

Well, when i got time (which i smost likely not before the weekend) ill give it a shot, After i set up the fate of hero-invul-to-units, ofc.

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PostSubject: Re: Immortality and cinematics   Wed May 06, 2009 10:27 am

Uuuhhh
Dj already explained the kicking in the cinematics - When people hit escape they cancel the text and effects for all players and the cinematics contain a lil explainations. And there must be 1 sec time between the 2nd warning and the kick. Meaning that they have enough time to read. The rescue king allows you to teleport to a king so that you rescue him (king=human hero)
Btw I usually use that spell to rescue the spirit, not the human lol
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PostSubject: Re: Immortality and cinematics   Wed May 06, 2009 10:33 am

Well, I proposed a better solution, one without kicking Smile

And for the king spell, I casted it on a human king, but it still didn't do a thing. Maybe because it's a computer player? And why would you rescue the spirit? It only lasts 30 sec, which I find very short Razz
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PostSubject: Re: Immortality and cinematics   Wed May 06, 2009 10:35 am

Right. I meant I used to be rescuing it. I don't play as the Well anymore but I used to slay colossi when it was permanent.
And about the spell, yeah better try it on a MP game.
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PostSubject: Re: Immortality and cinematics   Wed May 06, 2009 2:39 pm

Rescue King is supposed to instantly fill the hp bar of the targeted human hero.
And i think it does, didnt check in ages though.

Someone on WC3C gave me a tip for the death scene trigger, i wanna see if it works (just to see) in multiplayer. Who is up?

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PostSubject: Re: Immortality and cinematics   Thu May 07, 2009 12:34 am

:O
Then how come I teleported with it?
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